﻿#define SDL_MAIN_USE_CALLBACKS 1 
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include "GameWindows.h"

static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
GameWindows* gameWindows;





SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{

    SDL_SetAppMetadata("Example Renderer Rectangles", "1.0", "com.example.renderer-rectangles");

    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
    gameWindows = new GameWindows(renderer);
    return SDL_APP_CONTINUE; 
}

SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    if (event->type == SDL_EVENT_QUIT) {
        return SDL_APP_SUCCESS; 
    }
    gameWindows->updateSide(event);
    
    return SDL_APP_CONTINUE; 
}


SDL_AppResult SDL_AppIterate(void* appstate)
{
    //清除之前的数据
    SDL_FRect rect;
    rect.x = 0;
    rect.y = 0;
    rect.w = WINDOW_WIDTH;
    rect.h = WINDOW_HEIGHT;
    SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);  /* white, full alpha */
    SDL_RenderFillRect(renderer, &rect);


    gameWindows->updateSide();

    //gameWindows->update();
    //SDL_FRect rects[16];
    //const Uint64 now = SDL_GetTicks();
    //int i;

    /////* we'll have the rectangles grow and shrink over a few seconds. */
    //const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
    //const float scale = ((float)(((int)(now % 1000)) - 500) / 500.0f) * direction;

    /////* as you can see from this, rendering draws over whatever was drawn before it. */
    //SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);  /* black, full alpha */
    //SDL_RenderClear(renderer);  /* start with a blank canvas. */

    ///* Rectangles are comprised of set of X and Y coordinates, plus width and
    //   height. (0, 0) is the top left of the window, and larger numbers go
    //   down and to the right. This isn't how geometry works, but this is
    //   pretty standard in 2D graphics. */

    ////   /* Let's draw a single rectangle (square, really). */
    //rects[0].x = rects[0].y = 100;
    //rects[0].w = rects[0].h = 100 + (100 * scale);
    //SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);  /* red, full alpha */
    //SDL_RenderRect(renderer, &rects[0]);

    /////* Now let's draw several rectangles with one function call. */
    //for (i = 0; i < 3; i++) {
    //    const float size = (i + 1) * 50.0f;
    //    rects[i].w = rects[i].h = size + (size * scale);
    //    rects[i].x = (WINDOW_WIDTH - rects[i].w) / 2;  /* center it. */
    //    rects[i].y = (WINDOW_HEIGHT - rects[i].h) / 2;  /* center it. */
    //}
    //SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE);  /* green, full alpha */
    //SDL_RenderRects(renderer, rects, 3);  /* draw three rectangles at once */

    /////* those were rectangle _outlines_, really. You can also draw _filled_ rectangles! */
    //rects[0].x = 400;
    //rects[0].y = 50;
    //rects[0].w = 100 + (100 * scale);
    //rects[0].h = 50 + (50 * scale);
    //SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE);  /* blue, full alpha */
    //SDL_RenderFillRect(renderer, &rects[0]);

    /////* ...and also fill a bunch of rectangles at once... */
    //for (i = 0; i < SDL_arraysize(rects); i++) {
    //    const float w = (float)(WINDOW_WIDTH / SDL_arraysize(rects));
    //    const float h = i * 8.0f;
    //    rects[i].x = i * w;
    //    rects[i].y = WINDOW_HEIGHT - h;
    //    rects[i].w = w;
    //    rects[i].h = h;
    //}
    //SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);  /* white, full alpha */
    //SDL_RenderFillRects(renderer, rects, SDL_arraysize(rects));

    SDL_RenderPresent(renderer);  /* put it all on the screen! */

    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
 
}
